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* Dirty PVS chunk when visibility mask changes * fix tests? * aaaaaa * maybe sorta finally fix tests * directly return vis mask, Also defaults to 1 only if visibility component does not exist. * make sure everything has first bit set
198 lines
6.4 KiB
C#
198 lines
6.4 KiB
C#
using System;
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using JetBrains.Annotations;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Robust.Shared.GameObjects
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{
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/// <summary>
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/// Serialized state of a <see cref="MetaDataComponent"/>.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class MetaDataComponentState : ComponentState
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{
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/// <summary>
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/// The in-game name of this entity.
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/// </summary>
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public string? Name { get; }
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/// <summary>
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/// The in-game description of this entity.
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/// </summary>
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public string? Description { get; }
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/// <summary>
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/// The prototype this entity was created from, if any.
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/// </summary>
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public string? PrototypeId { get; }
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/// <summary>
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/// Constructs a new instance of <see cref="MetaDataComponentState"/>.
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/// </summary>
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/// <param name="name">The in-game name of this entity.</param>
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/// <param name="description">The in-game description of this entity.</param>
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/// <param name="prototypeId">The prototype this entity was created from, if any.</param>
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public MetaDataComponentState(string? name, string? description, string? prototypeId)
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{
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Name = name;
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Description = description;
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PrototypeId = prototypeId;
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}
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}
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/// <summary>
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/// Contains meta data about this entity that isn't component specific.
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/// </summary>
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[NetworkedComponent]
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public sealed class MetaDataComponent : Component
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{
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[DataField("name")] internal string? _entityName;
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[DataField("desc")] internal string? _entityDescription;
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internal EntityPrototype? _entityPrototype;
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internal bool _entityPaused;
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// Every entity starts at tick 1, because they are conceptually created in the time between 0->1
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[ViewVariables]
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public GameTick EntityLastModifiedTick { get; internal set; } = new(1);
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/// <summary>
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/// The in-game name of this entity.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public string EntityName
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{
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get
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{
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if (_entityName == null)
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return _entityPrototype != null ? _entityPrototype.Name : string.Empty;
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return _entityName;
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}
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set
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{
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string? newValue = value;
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if (_entityPrototype != null && _entityPrototype.Name == newValue)
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newValue = null;
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if (_entityName == newValue)
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return;
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_entityName = newValue;
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Dirty();
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}
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}
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/// <summary>
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/// The in-game description of this entity.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public string EntityDescription
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{
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get
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{
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if (_entityDescription == null)
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return _entityPrototype != null ? _entityPrototype.Description : string.Empty;
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return _entityDescription;
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}
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set
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{
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string? newValue = value;
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if (_entityPrototype != null && _entityPrototype.Description == newValue)
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newValue = null;
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if(_entityDescription == newValue)
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return;
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_entityDescription = newValue;
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Dirty();
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}
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}
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/// <summary>
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/// The prototype this entity was created from, if any.
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/// </summary>
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[ViewVariables]
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public EntityPrototype? EntityPrototype
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{
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get => _entityPrototype;
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set
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{
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_entityPrototype = value;
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Dirty();
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}
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}
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/// <summary>
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/// The current lifetime stage of this entity. You can use this to check
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/// if the entity is initialized or being deleted.
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/// </summary>
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[ViewVariables]
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public EntityLifeStage EntityLifeStage { get; internal set; }
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[ViewVariables]
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public MetaDataFlags Flags { get; internal set; }
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/// <summary>
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/// The sum of our visibility layer and our parent's visibility layers.
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/// </summary>
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/// <remarks>
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/// Every entity will always have the first bit set to true.
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/// </remarks>
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[Access(typeof(MetaDataSystem))]
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public int VisibilityMask = 1;
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[UsedImplicitly, ViewVariables(VVAccess.ReadWrite)]
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private int VVVisibilityMask
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{
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get => VisibilityMask;
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set => IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<MetaDataSystem>().SetVisibilityMask(Owner, value, this);
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}
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[ViewVariables]
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public bool EntityPaused
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{
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get => _entityPaused;
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[Obsolete("Call MetaDataSystem to change this.")]
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set
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{
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if (_entityPaused == value)
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return;
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_entityPaused = value;
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IoCManager.Resolve<IEntityManager>().EventBus.RaiseLocalEvent(Owner, new EntityPausedEvent(Owner, value));
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}
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}
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public bool EntityInitialized => EntityLifeStage >= EntityLifeStage.Initialized;
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public bool EntityInitializing => EntityLifeStage == EntityLifeStage.Initializing;
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public bool EntityDeleted => EntityLifeStage >= EntityLifeStage.Deleted;
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internal override void ClearTicks()
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{
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// Do not clear modified ticks.
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// MetaDataComponent is used in the game state system to carry initial data like prototype ID.
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// So it ALWAYS has to be sent.
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// (Creation can still be cleared though)
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ClearCreationTick();
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}
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}
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[Flags]
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public enum MetaDataFlags : byte
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{
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None = 0,
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/// <summary>
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/// Whether the entity has states specific to a particular player.
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/// </summary>
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EntitySpecific = 1 << 0,
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/// <summary>
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/// Whether the entity is currently inside of a container.
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/// </summary>
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InContainer = 1 << 1,
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}
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}
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